Please tell us if we're missing your app or if the one linked isn't the correct/last updated version. Also, if you edit the app itself (as opposed to just the sheet), please inform us so we can check it again.
I'd also appreciate if you keep your app in the same post. Makes it easier to locate later.

Game Description:

The City on Water

At the point where three rivers meet and form a lake, there is a city which has seen better days. A bustling hub of commerce thanks to its fortunate location, it once had everything it needed to become one of the greatest cities in the world...but lost it at some point, replaced by something far more cynical, tired, and willing to turn an eye on what was wrong and needed to be righted. A grey funk descended over it as the men in power traded in their zeal and dedication to their duties for the cold comfort of cash, and those in charge of enforcing the law decided that helping break it was far more profitable. The men and women who were far too worried about surviving from one day to the next did not have time for such sordidness and violence, but even they were subtly affected by the decadence that settled into the area. Over time, the place they called their home sunk into darkness, a veil of apathy so thick it could almost be touched on a bad day. The city lost its name and with it its identity, and today no one remembers its former glories. Nothing has changed in years, and if people remain set on their current course, nothing ever will.

But the world has changed. It has seen times of darkness and times of joy, and it has never stood still. And soon, some of that sense of purpose will seep into this forsakened city once more. Soon, the time will come for the tides to turn...

Hello everyone, and welcome to the dark little underworld of the City on Water. Me and Illien, the instigator of this game, are looking for 4 or 5 players who wish to partake in a DC Adventures game, using the Third Edition Mutants and Masterminds rules. Below are some details about the game for those who wish to try their hand at bringing some hope to a town that has lost its aim.

Both of us are great fans of the M&M system, and well-established (if not particularly famous) Weavers who always seem to come together when there's some superheroism to be done. A while ago, Ill put up a poll, asking other Weavers for opinions on what sort of game they would like to see. By the time the poll closed (though voting was left open for a while after that), the choices were clear: a street-level crimefighting game, set either in a homebrew world, or in the DCverse. When Ill asked for a co-GM to help run the game, I was quick to jump in, and now, it's time to present the fruit of our labors.

The universe of DC Comics needs no introduction. With such luminaries as Batman, Superman and Wonder Woman, DC remains one of the oldest and most successful comic book companies. Standing as the "old school" of the comic book industry in comparison to its main competitor, Marvel Comics, DC has always had a penchant for larger-than-life, heroic tales focused just as much on the capes and disguises as on the men behind them. It has, however, also abundantly indulged in darker, more personal struggles, such as the one we're here for.
We don't plan to hold to the DC cannon to the letter, however; so if some bit of story from you or us happens to challenge or retcon an obscure bit of lore, then so be it. For long-time comic readers, think of the game as if it were happening after yet another dc crisis.

When people think of bad places to live in, Gotham City and Bludhaven usually take the top spots, being well-known as cesspools of filth and crime, full of superpowered lunatics and merciless killers. The City on Water, though forgotten by almost everyone, is almost equally dangerous, both to the body and the soul. The tireless efforts of Batman and his colleagues have shown the people of Gotham that there is someone who will shine a light to guide them in the darkness, who will do what is right for no reason other than it being what must be done. No such heroes exist in the City on Water, where "dog eat dog" remains the core motto for those who wish to survive, and what law enforcement there is is almost completely corrupt and ineffectual. Good people do what they can, but it's not enough when so much has been spoiled already.

Still, the city is not ready to give it all up and cannibalize itself until nothing but a ghost town remains just yet. Something's stirring inside it, one last effort to start a change, to do things right.

This is where you, the players, come in. For some reason or another (to follow in the footsteps of a mentor who has passed on, because you can't tolerate that the city you grew up in has degenerated so thoroughly since you've last been in it), you have decided to do something about the rampant injustices in the City on Water, to try to make it a better place. The sky's the limit when it comes to your concept, with just a few catches to make things interesting.

-The characters must be original. This being the DCverse, Nightwing and Robin exist and trying to take over their schtick will be something you'll have to work into the character as a quirk. You can't just play an established hero.
-No 90's antiheroes or anything of the sort. The character must have a real motivation to do good and at least a set of principles. A little (or good) bit of inner darkness is fine, but blurring the lines between hero and supervillain is not kosher.
-No non-sequiteur characters. Silliness, optimism, and lightheartedness (a la Plastic Man for instance) are perfectly fine. Pure randomness is not.
-No veterans. Your character cannot be an old hand at superheroism: they MUST be new heroes, haven't-washed-the-spandex-yet new (in the case they wear one). There's no age limits, naturally, but the 16-40 range is recommended. If you've got a kickass concept that steps outside of that range though, fire away and I'm sure we'll be able to accommodate if it's as good as you think it is.
-No connections with preestablished heroes. The City on Water is off the grid, forgotten by everyone. Someone like Superman miiiiiiiiiight show up occasionally if an alien invasion strikes the area, but no local heroes exist to fight the criminal underworld and low and mid-level superpowered threats. You'll be breaking new ground here!

Now, as for the mechanical details everyone's probably wondering about...

-PL 10, PP 150. Baseline levels, enough to play a good flying brick but not enough to go and beat Darkseid silly by sheer brute force. Of course, nobody says you have to have superpowers: a costumed adventurer has as much of a place in the City on Water as a metahuman or an exarch of the Flying Spaghetti Monster.
-Homebrewed Advantages, powers, et al are allowed, but ask us about it first, like you would anywhere else.
-We have created conversions of some useful MnM2e feats. Anyone can use them, so make sure to check them out in case you wanted something like them!
-No cheese. Ill is very good at spotting this, so Bathroom Mentalists who hide in spheres of opaque max-toughness glass will be struck down with blue lightning bolts, assassinated by intangible, invisible robot ninjas or retconned out of existence. Similarly, Zangief-style grapplers who can Final Atomic Buster titans with ease will be asked to tone down to reasonable levels.

Finally, on the applications and what they should contain:

-A character's profile (i. e. their name, alias if they have one, age, height, weight, eye and hair color, etc.). Be as detailed as you like here: Including hobbies, allergies, and the like is always welcome.
-Their appearance and personality. A picture is nice but not necessary. Make sure they're sufficiently descriptive though!
-An outline of the character's powers and abilities. You don't have to hand-craft a DCA sheet just yet, but make sure to adequately explain what the fortιs and weaknesses of your character are.
-The background, naturally. Where your character came from, who his or her friends, SOs, and acquaintances are, why they chose to become heroes, etc. If there's one thing that should be as detailed as possible, this is it. Go for the knockout here!
-Any miscellaneous things we might have missed. Better to be excessively detailed than excessively sparse.

If you happen to want to make a sheet (which is entirely not necessary but may be part of your character-thinking ritual), we'll be following Maceo's idea and go for Talesin's format found here.

That's all. The turning of the tides is in your hands now. Will the City on Water disappear into the mists of history permanently? Or will it finally become the grand place it should always have been?

I have been watching the planning thread from the beginning and anticipate submitting an application. I currently have a telekinetic submitted for another game so I will endeavor to do something other than a psychic; possibly a brick or phaser [a-la kitty]. I also have a concept for a character with no powers of her own but can boost the powers of those around her, but that wouldnt work too well with the mnm power level cap system.

It could, actually, if you're willing to be almost all buffing and very little in the way of solo skills. As I recall there was this very interesting structure that made you require a proxy to use your powers for you in 2e. You could combine that with a variable power or a few well defined smaller powers to grant interesting boosts, such as providing an attack shifted power for a brick.

PS: BTW, since I skipped over this in the ad...if anyone wants more info on the City on Water -who's who, locations, etc. etc. etc., feel free to ask.

Edit: I'm thinking about a pseudo-alchemist who can transform his body into a few different forms (Alternate Form: Metal, Gas, Water, Sand and Philosopher's Stone are all I'm thinking about starting with). Either that or something along the lines of one of my favorite recent superheroes, Iron Patriot (a lower-tier superhuman backed-up by technology). How does that sound?

It's easier to grant new powers than to boost existing ones. Albeit you could add extras (area or impervious, for example), or extra effects as linked powers.
You should also remember that you can always do team/aid attacks and use power-boosting as descriptor, or even use luck control with power boosting as descriptor (botching foe's toughness rolls or granting allies attack rerolls is pretty much empowering them).

Tara looks like what you'd expect from a girl working at a seismology lab. She has short-cut brown hair that borders on black framing two unassuming yet memorable jade green eyes. She dresses plainly in jeans and a shirt or sweater of some warm color or another. Being used to dressing for sunnier weather, she often bundles up a bit too much for comfort in the winter. Tara treats virtually everyone she meets as loose family or friends, although some can be off put by her sweet nature. She considers herself a nerd at heart, never one who fit in with the general public crowd. Being in the city has helped her solidify who she is, as well as open her mind and spirit to becoming a better person. She dons the guise out of a sense of fulfillment for doing what she sees as best for the planet.

Terra's powers are the result of her being saved and thenceforth protected by the Earth itself, in a very motherly fashion. Terra is gifted with control over earth and stone of any kind, and can strike enemies from afar just by moving the earth beneath them. Alternatively, she can shape the earth to ensnare and overwhelm a target within range. She can stomp to incite a minor earthquake in an area that she can concentrate to maintain, or project a seismic wave to undermine buildings and shatter fragile objects.

Her other powers are manifestations of the earth's guard over Terra. With but a thought, she can summon a swarm of stones from the ground around her to hover and cling to her form like armor. When in this shell, she is isolated from the pains of the outside world. On top of her normal senses, which are impressive, she possesses a sophisticated tremorsense of touch that allows her to detect precious metals, movement, and even identify targets by sensation alone.

Her last ability is also one of the most mysterious: Terra can glide and shoot through earth and stone like a shark through water. Where others would take a car or a jet, she would calmly fall down into and under the surface of the earth and proceed to launch herself to the destination at high speed. She has had years of practice in the canyons and foothills out in Arizona, and it is quite comfortable in her maneuvering by now.

My story begins with my mother... well, both of them, really. Back in Arizona, my parents lived in one of the old boom-and-bust towns in this relic of a house. They were teachers, and mom was pregnant with me, but she had gotten very sick. Nobody could figure out why, but as her term got later, her condition got worse. When she gave birth to me, the doctors had told my dad that we would both die. My dad prayed to God to save us, but instead we were saved by Mother Earth.

We were both alive, and my parents found out quick that I was blessed by the Earth. It became my best friend, and still is; I would glide through the hills and plateaus, tossing everything from pebbles to boulders around in the canyons. I had a lot of energy as a kid and spent it testing the limits and idiosyncrasies of my gifts. I've kept most of this a secret from everybody, especially my parents. What they got out of all this was a rockhound daughter who loved geology and was going to college with a sizable gem collection and who loved the outdoors. That's what most people see, I guess. Well, they were mostly right; I got my bachelors in geological science at UV Reno and I moved to the city to do my postgrad work with the local seismologists and erosion specialists.

Once I got here, though, I knew that something had to be done about this city. It violated nearly every principle that her family had instilled in her, and was an affront to the Earth itself. My roommate Amy didn't exactly agree, but she hasn't been around this side of town since her nights of drinking cost her a scholarship for school. We had kind of a falling out, but I hope she ends up okay.

Well, anyways, it had been eating at me for months, when the last straw fell. Here I was, out on the first promising date I'd had since I moved here, when a high-speed chase spilled over into the restaurant! The guys getting out were terrifying everyone, so I decided to just screw it and teach them a lesson. It turned out alright, and I learned an important lesson myself that night: always stay protected. My goal is to do whatever is needed for this town to protect its people and my new home.

ComplicationsAccident: Tara's powers often leave a good deal of collateral damage if there's no time to clean up.Doing Good: Tara feels compelled do what is best for both humanity and mother Earth.Phobia: Tara has a major fear of flying.